The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.
0
votes
0answers
14 views
XACT3 problem including the header
I am trying to include the xact3.h header file in a game project but i keep getting some errors related to mmreg.h
#include <xact3.h>
#include <Windows.h>
1>c:\program files\windows ...
0
votes
1answer
104 views
How to achieve realistic engine sound? [duplicate]
I am aiming to achieve a believable engine sound for a car. The vehicles are simplified versions of their real-world counterparts, with simpler steering behaviors and acceleration, etc.
This seems ...
3
votes
1answer
98 views
Is there any game engine capable of true binaural positional 3D audio? [closed]
I am by no means a game designer, so I apologise in advance if I fail to use the proper jargon. Feel free to correct my mistakes.
My understanding is that, at the moment, in most if not all ...
-1
votes
1answer
53 views
XACT support outside of XNA?
I was building a new game in Monogame when I realized that it didn't have XACT support like XNA did. I was wondering if anyone knew another framework that could be used with or instead of MonoGame ...
0
votes
1answer
52 views
Stereo music playing in mono in libGDX
I'm trying to get some music to play back in stereo in libGDX, but it seems to be blending the left and right channels so much that it sounds like it was mono.
To test this out I made a sound file ...
3
votes
2answers
135 views
How does professional audio fit into game design?
Do game designers typically seek the help of specialized music/audio specialists for soundtracks and sound design? Is there a general need for professional audio work in game design, or is that ...
2
votes
0answers
72 views
Difference between multiple AudioUnits and one AudioGraph with a MultiChannelMixer
I'm porting my game to iOS using MonoTouch, and I'm having some trouble getting sound output to work. SystemSound/AVAudioPlayer is way too simple for my needs (I need looping and multiple simultaneous ...
2
votes
1answer
244 views
Portable sound and music for XNA / MonoGame?
What is the best (recommended) way to integrate audio (both sound effect and music) in a game project (using C#/XNA) targeting multiple desktop platforms (W7, W8 Metro, Linux, OSX, ...) via MonoGame. ...
1
vote
0answers
49 views
Access violation when playing mp3 using DirectShow
I have reopened one older project that uses DirectShow for audio playback. Before, I would compile and run it on Windows 7 using MVStudio 2010 without trouble, now I have Windows 8 and MVStudio 2012 ...
0
votes
0answers
32 views
How do I initialize audio to use DUMB with SDL?
Am I able to just call SDL_Init(SDL_INIT_AUDIO); to initialize the audio and DUMB is good to go, or do I have to set the SDL_AudioSpec parameters and call SDL_OpenAudio(parameter1,parameter2);?
...
0
votes
0answers
629 views
Issues playing audio with Slick 2D [closed]
Started trying to learn Slick 2D a few days ago and have enjoyed it so far. The only problem is I can't seem to be able to get audio to play. I have tried going through the documentation examples, ...
0
votes
0answers
49 views
SEHException throw using Microsoft XACT Audio Framework (XACT3)
I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries ...
3
votes
1answer
85 views
Are Xna XACT audio cues accurately timed enough for a loop sequencer?
Would it be possible to make an audio seqencer using XNA that works by triggering XACT cues periodically using a timer. Would the timing be precise enough to synchronize several audio clips into one ...
0
votes
0answers
122 views
Multiple Audio listeners in Scene
THIS IS UNITY
Im trying to make a FPS game over networking, it works fine.
But now, when im trying to implement sound, it won't work.
My guess would be, to add a Audio listener to the prefab, that ...
1
vote
1answer
84 views
IrrKlang with Ogre
I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a ...
1
vote
0answers
44 views
Audio Panning using RtAudio
I use Rtaudio library.
I would like to implement an audio program where I can control the panning (e.g. shifting the sound from the left channel to the right channel).
In my specific case, I use a ...
2
votes
2answers
198 views
Adjust treble and bass on Audio in XNA
I am trying to "muffle" the sounds that are being played in my game and the best way I can think of doing this, is by lowering the treble of the sound.
I have looked through all the members of the ...
1
vote
1answer
77 views
Legal concerns with orchestrating a music submission contest
My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash ...
0
votes
1answer
108 views
Unity 5.1 audio issues (no sound in back channels)
I've trying to bring in surround sound audio into my project. I've set my computer up to run in 5.1 and when I play a 6 channel audio through windows media player (it's a test audio that does left ...
5
votes
1answer
146 views
Physics-based dynamic audio generation in games
I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
1
vote
0answers
173 views
5.1 sound in Unity3d 3.5
I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different ...
2
votes
1answer
234 views
How do I play music at half speed?
I'd like to slowdown music playback, say at half speed. I'm currently using SDLmixer. I assume I'd need to tell SDL that I have a 44KHz music and want to stream it at 22KHz, but when I pass in 22Khz ...
0
votes
1answer
96 views
Can I include PCM audio data in a commercial application?
For certain reasons, I need raw audio data in my application. I would convert certain sounds to a PCM format (at development time), and store & load these PCM files in my game.
PCM stands for ...
0
votes
0answers
178 views
SDL audio streaming callback function never triggered
I'm attempting to stream audio for my C++ game which uses SDL through the mingw32 environment. From my understanding it's a fairly simple affair:
extern "C" void audioStep(void* unused, Uint8* ...
0
votes
0answers
74 views
XAudio2 SetFrequencyRatio() doesn't seem to work
SetFrequencyRatio() does not seem to work for me. Below is the source code I'm using. It reads the frequency with GetFrequencyRatio before and after calling SetFrequencyRatio(1.3). But it prints out ...
0
votes
1answer
99 views
Application to record sound effects for games
I'm having kids record sounds using their PCs (a few have Macs as well) for use in the games they create. The built-in windows 7 sound recorder is surprisingly poor, didn't older versions of windows ...
0
votes
0answers
71 views
Where to get sounds for game development for kids [closed]
I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. For the sounds for their games I've been showing them http://www.bfxr.net/. It's decent, but the samples are limited and ...
1
vote
2answers
90 views
How can I select an audio output device in directshow
I was wondering how I can select the output device for audio in directshow. I am able to get available audio output devices in directshow. But how can I make one of these to be audio output device. ...
7
votes
5answers
929 views
Audio programming resources [closed]
I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for ...
1
vote
0answers
74 views
How should I adjust starting sample position of audio track to match next buffer fill?
I've written my own audio mixer. For Linux/Windows, my game uses SDL. On a small handful of Linux machines (including my laptop), SDL has a bug where it allocates a ridiculously large (about 120 ...
3
votes
2answers
188 views
music for an arcade game?
I'm thinking about music for my brick breaker game, but I don't know how to choose any.
If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer ...
1
vote
1answer
194 views
How can I get a set of raw samples from an audio file in XNA 4.0?
In particular, I'd like to know how to get a set of audio samples that are compatible with the XNA's Sound API classes, such as the DynamicSoundEffectInstance class.
I've used the ...
0
votes
1answer
142 views
Where can I find audio instrument samples? [duplicate]
Possible Duplicate:
Where can I find free sounds for my game?
I need some sample audio (for my case, i need do, re, mi, fa, sol, la, si, do, preferably piano). Where is the best source for ...
8
votes
4answers
831 views
What is a fair price to pay for music licensing for a commercial game?
What is a fair price range for already existing (not custom-made) music if it's intended for a commercial game?
The music I have in mind is relatively unknown (independent music) and I'm already in ...
1
vote
3answers
192 views
Proper audio formats in low resolution without gaps for a game
I'm a music composer and I have to give my first job for a game. They are working in Objective C in Xcode, it's a game for iPhone/iPad.
I need to know the proper audio format to give programmers ...
2
votes
1answer
146 views
Audio Thread as daemon thread
I'm looking to set up two threads in my puzzle game, one for logic/graphics, and one for audio.
Am I correct in thinking that the thread that handles the audio should be set as a daemon thread, ...
0
votes
1answer
206 views
Free sounds for game like geometry wars [closed]
anyone who knows where can I download sounds that are like in geometry wars for free? Public domain or license which can I use in game which would be free for phone?
9
votes
9answers
748 views
Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5
I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on ...
2
votes
2answers
423 views
Optimal Compression for Speech
I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game.
What's the ...
9
votes
5answers
456 views
Dynamic audio score/music
I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in ...
4
votes
2answers
317 views
Recording equipment for game sounds
I was wondering if anybody knows about any good pieces of equipment fit for recording sound effects for games.
If you can, also tell please me the price range for professional equipment.
31
votes
3answers
4k views
How do audio based games such as Audiosurf and Beat Hazard work?
Note: I am not asking how to make a clone of one of these. I am asking about how they work.
I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
2
votes
1answer
311 views
Does SoundEffect.CreateInstance load from file everytime?
This is something which has been bugging me. If I create a SoundEffectInstance via SoundEffect.CreateInstance() I'm meant to dispose of it when I'm finished with it. SoundEffect.CreateInstance() does ...
3
votes
1answer
332 views
Implementing Positional Sound
I am trying to put 3Dish audio in a game I'm developing, and I'm unsure how to do positional sound. I want to be able to adjust the volume of the audio's channels depending on how far it is and the ...
3
votes
1answer
281 views
Implementing audio for a game made using JMonkey?
Is it possible to implement music/SFX in game made using JMonkey? If yes, how did you do it? What did you use?
5
votes
4answers
501 views
Speech synthesis book?
When I was a kid, everything had a speech synthesizer in it, more or less. A couple years back I started to wonder where the technology is going after all these years, and after some research found ...
6
votes
2answers
467 views
How was sfxr made?
I figure this is a Game Development question as this is a sound generation tool made specifically for games (in particular, Ludum Dare games).
I have a basic understanding of how sound works, with ...
2
votes
2answers
262 views
Flash game size and distribution between asset types
I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size.
By looking at some of the popular games ...
37
votes
1answer
2k views
Why is this beat detection code failing to register some beats properly?
I made this SoundAnalyzer class to detect beats in songs:
class SoundAnalyzer
{
public SoundBuffer soundData;
public Sound sound;
public List<double> beatMarkers = new ...
6
votes
2answers
870 views
Sound emmiters with panning and volume in 2D
How can I create sound emmiters that pan and change volume based on distance from the player in a 2D game?